MIDTERM TEST
Jumat, 03 November 2017
1. Examine the following code. What are the variables?
• args
• n (*)
• i (*)
• t
2. In Java, which symbol is used to assign one value to another?
• <
• >
• = (*)
• //
3. Alice uses built-in math operators; they are:
• Add and subtract
• Multiply and divide
• All of the above (*)
• None of the above
4. In Alice, functions are dragged into the control statement, not the procedure. True or false?
True False (*)
5. From your Alice lessons, where should comments be placed?
• Above each set of programming statements. (*)
• At the end of the program.
• In the scene editor.
• In their own procedure.
6. An Alice object can move in four directions. True or false?
True False (*)
7. From your Alice lessons, comments do not affect the functionality or behavior of objects. True or false?
True (*) False
8. In Alice, inheritance means that the superclass inherits its traits from the subclass. True or false?
True False (*)
9. In Alice, declaring a new procedure to shorten code and make it easier to read is a procedural abstraction technique. True or false
True (*) False
10. In Alice, a person object inherits its procedures, functions, and properties from which of the following classes
• Object subclass
• Biped class (*)
• Quadruped class
• Person subclass (*)
11. A scenario gives the Alice animation a purpose. True or false
True (*) False
12. From your Alice lessons, random numbers are set in the distance and duration arguments in a procedure. True or false
True (*) False
13. In Alice, which of the following instructions turn the Blue Tang fish right one half of a meter?
• this.blueTang turn Right 5
• this.blueTang turn Right 0.5 (*)
• blueTang turn Right 5
• blueTang turn Right 0.5
14. The move procedure moves an object in how many different possible directions
• 1
• 4
• 3
• 6 (*)
15. A loop can be infinite (continue forever) or conditional (stops upon a condition). True or false?
True (*) False
16. In Alice, we use the While control statement to implement the conditional loop. True or false?
True (*) False
17. A conditional loop is a loop that will continue forever. True or false?
True False (*)
18. The value that a variable holds must be a whole number, not a decimal. True or false?
True False (*)
19. From your Alice lessons, what can be used as a guideline to ensure your animation fulfills animation principles
• The Internet
• Animation checklist (*)
• A close friend
• None of the above
20. An Alice event is considered what?
• A party with at least 20 people
• An object's orientation
• Error handling
• A keystroke or mouse click (*)
21. Besides invoking a procedure, another way to precisely position an Alice object is to enter values in the x, y, and z coordinates in the Position property. True or false
True (*) False
22. From your Alice lessons, what is a one-shot procedural method?
• A procedure that is invoked when the Run button is clicked.
• A procedure that is used to make a scene adjustment. (*)
• A procedure that is dragged into the code editor.
• A procedure that is used to launch the program.
23. From your Alice lessons, how do you add an instance to a scene in Alice?
• Select the instance from your computer's network.
• Write code that places the instance in the scene.
• Select the class, then drag the object into the scene. (*)
• Call the addObject method.
24. When you want specific code to be executed only if certain conditions are met, what type of Java construct would you use
• while loop
• if (*)
• array
• boolean
25. What do lines 7, 10 and 13 do in the following code?
• Export files called A, B, and num3.
• Create a single file containing A, B, and the value of num3.
• Print "A", "B" and the value of num3 on the screen. (*)
• None of the above.
26. From your Greenfoot lessons, abstraction techniques can only be used once in a class's source code. True or false?
True False (*)
27. From your Greenfoot lessons, which of the following are examples of abstraction?
• Playing a range of sounds when keyboard keys are pressed. (*)
• A single instance displays a single image.
• Assigning a different keyboard key to each instance. (*)
• Programming a single movement for a single instance.
• Assigning a different image file to each instance. (*)
28. In Greenfoot, a constructor has a void return type. True or false
True False (*)
29. From your Greenfoot lessons, what is the parameter of the following constructor that creates a new image, and designates it to the Actor class?
setImage (new GreenfootImage("duke100.png
• setImage
• GreenfootImage
• duke100.png (*)
• new
30. Use your Greenfoot knowledge to answer the question: Where are defined variables typically entered in a class's source code
• In the defined method in the source code.
• Between the constructors and methods in the source code.
• After the constructors and methods in the source code.
• At the top of the source code, before the constructors and methods. (*)
31. In Greenfoot, a variable can be saved and accessed later, even if the instance no longer exists. True or false ?
True False (*)
32. From your Greenfoot lessons, when a method needs additional data to perform a task, this data comes from parameters. True or false?
True (*) False
33. In the Greenfoot IDE, which type of variable allows instances to store information
• Method variable
• Instance variable (*)
• Class variable
• World variable
34. From your Greenfoot lessons, how do you call a defined method?
• Call the method from the act method. (*)
• Call the method from the defined method.
• Write the method in the World superclass.
• Write the method in the instance.
• Write the method in the source code.
35. To execute a method in your Greenfoot game, where is it called from?
• The world
• The act method (*)
• The actor class
• The gallery
36. From your Greenfoot lessons, to save space in the act method, you can write an entirely new method below it, called a _____________.
• Class method
• Instance method
• Defined method (*)
• World method
• Code method
37. Which method is used to play sound in your Greenfoot game
• getSound method
• findSound method
• playSound method (*)
• importSound method
38. In Greenfoot, which method checks if a key on the keyboard has been pressed
• keyPress method
• keyUp method
• keyDown method (*)
• keyClick method
39. In the Greenfoot IDE, what symbols indicate that the variable is an array?
• Square brackets [ ] (*)
• Curly brackets { }
• Semicolon ;
• Colon :
40. In Greenfoot, which of the following statements could prevent an infinite loop from occurring?
• I = 100 + i
• i=1
• i = i
• i = i + 1 (*)
41. In Greenfoot, what happens if the end to a while loop isn't established?
• The code will keep executing and will never stop. (*)
• The code will execute once and then stop, due to controls in Greenfoot.
• The code will prompt you to enter a loop counter.
• The code will not execute.
42. In Greenfoot, in which programming task are the objects identified
• Define the problem.
• Design the solution.
• Program the solution. (*)
• Test the solution.
43. Use your Greenfoot skills to answer the question. What is incorrect in this code?
• Spacing missing
• Curly brace missing
• Parenthesis missing (*)
• Comma missing
44. From your Greenfoot lessons, a problem statement defines the purpose for your game. True or false
True (*) False
45. From your Greenfoot lessons, where do you review a class's inherited methods
• Act method
• Documentation (*)
• Inspector
• If-statement
46. From your Greenfoot lessons, the reset button resets the scenario back to its initial position. True or false?
True (*) False
47. Which of the following Java syntax is used to correctly create a Duke subclass
• private Dog extends World
• public class Dog extends World
• public class Duke extends Animal (*)
• private class extends Actor
• private class extends Duke
48. When a Greenfoot code segment is executed in an if-statement, each line of code is executed in sequential order. True or false? True (*) False
49. In a Greenfoot if-else statement, if the condition is true, the if-statement is executed, and then the else-statement is executed. True or false
True False (*)
50. Read the following method signature. Using your Greenfoot experience, what does this method do?
public static int getRandomNumber (int limit)
• Returns a random number less than 10.
• Returns a random coordinate position in the world.
• Returns a random number between zero and parameter limit. (*)
• Returns a random number for instances in the animal class only.
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